HOI4 Cornflakes 1.5.2 BETA patch [checksum: f49b]

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puppet on a string

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did you guys fix the intervene in ROM/HUN civil war decisions for GER? if it you go democratic then those decisions can't be activated
 

puppet on a string

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also please do something about nukes and rockets, currently it is not really worth investing in the tech and buildings for either of them

nukes do not have the same effect they did before 1.5, and rockets do not do enough infra damage to be worth using
 

RedArmy

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Wintermist

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Another game, another soviet capitulation. Tagging in to change their Reinforcement and Upgrade setting to High has two games in a row helped them last until late 1944, so that's progress. Spain is a huge problem in all these games, they really should not join Axis for multiple reasons, in Historical mode. Allies can't clear up Africa as it is, and with the added manpower to the Axis and loss of Gibraltar it's a nail in the coffin for Soviet getting any kind of aid. By 1944 the situation should REALLY not look like it does in all my latest games.

I don't believe the issue is Germany itself, though. They can fight until they have no mapower at all, so something else is the issue here, might be Italy. Allies sure can't break them either out of Africa or even break into Italy itself. I'm getting a bit flustered playing at the moment.
 

lihp

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This is already done and should be updated to the beta today.

Please make sure that Legionnaris Romania is also included in integrated war economy focus of Germany. Last time I checked, Legionaris Romania wasnt applicable for the bonus. which is kinda weird.
 

TomaszKowalczyk

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Hello again.
The 1.5.2 beta build has been updated. The new checksum is 6445.
And here is
##################################
# UI
##################################
- Added timer icon showing that low efficiency can be due to air wings recently arriving in a region.
- Added an explanatory tooltip to Manchukuo seize arms decisions.
- "Field marshal traits now go red if assigned to command an army. Added tooltip that explains it when the trait is hovered.

##################################
# Modding
##################################
- Added define to tweak color of invalid trait "TRAIT_INVALID_FOR_ASSIGNMENT_COLOR".
- Added modifiers static_anti_air_damage_factor and static_anti_air_hit_chance_factor.

##################################
# Database
##################################
- Fixed a few naming inconsitencies in French Division Namelists and Added new Namelist for late-war French Armored Divisions
- Elsass-Lothringen and victory points now renamed back to their French counterparts if France wins the war and retakes it.

##################################
# Balance
##################################
- "Changed Command Power cost for Communist China's Infiltration decisions (-0.01 => -0.2) and the Nationalist/Japanese counter (-0.05 => -0.1).
- Increased command power cost (-0.02 => -0.2) for gaining army support in preparation for a civil war. Old values were not rebalanced properly after major system rework."
- Added surrender limit penalty when at low war support. Scales from 0 to -30%.
- Reduced air superiority stat of strategic bombers.(1 => 0.01)
- Increased heavy fighters air superiority (1 => 1.25), so they are better at something that isn't shooting bombers...
- Lowered impact on speed due to enemy air superiority (-0.5 => -0.3).
- Lowered impact on defense due to enemy air superiority (-0.5 => -0.35).
- Changed cap of "Air support" modifier from CAS assisting land unit in combat from 21% to 35%.
- Division anti air reduces damage to the division caused by close air support attacks, in proportion to the AA's ability to shoot down planes.
- Corrected AA damage reduction tooltip to show numbers in red.
- Reduced factory output penalty from long march spirit for PRC (now -15%/-5%, down from -25%/-10%).
- Changed penalty from Chinese idea Illegal Regime (-0.35 => -0.2)
- Last 3 radar techs now increase aim of static AA guns by 20% each.
- Each intermediary AA tech now adds 8% damage reduction from enemy bombers.
- Each AA equipment unlock now increases static AA damage output by 10%.

##################################
# Bugfix
##################################
- Reworked the AI's pathfinding algorithms, so it should now take more reasonable routes, when it comes to combinations of land and naval transportations.
- The battle plan window is now hidden in naval and air map mode.
- Fixed drag and drop causing 'new army' portrait to ignore clicks
- Added temporary penalty for assigning airplanes to a new region or receiving reinforcements.
- It's no longer possible to capture naval/air equipment when it gets destroyed in land combat.
- More fixes in the texts translations.
- Fixed a wrong tooltip in Manchukuo Five People Armies focus.
- Fixed two wrong cavalry division names in British name lists.
- "Danzig for Guarantees" now renames Poznan to Posen, if accepted.
- Added bypasses for "Align Hungary" and "Align Romania" focuses, if they are in Germany's faction.
- "Reinstate Imperial Possessions" and "Reintegrate Luxemburg and Alsace-Lorraine" now also transfer Alsace-Lorraine to Germany.
- Nuking now uses the highest VP in the state when calculating war support penalty instead of specific province nuked. Multiplier from infrastructure is now calculated before they are destroyed.
- Drawing defensive orders now takes army groups into account when counting divisions, so it displays the correct number of divisions that will be assigned.
- Fixed tooltip of panzer_leader trait for the xp gain.
- Fixed cancel_trigger for timed decisions not removing, but instead executing remove_effect if the mission was completed.
- Fixed guaranteeing nations not being auto-called into war when neither the guaranteeing country nor the attacking country are in factions.
- Yalta Conference event now should allocate correct states to DDR and Poland.

##################################
# Stability & Performance
##################################
- Improved initial loading time a bit. The naval distance calculations are much faster, and is done only once (or whenever a game changes has been detected that could affect the naval distance calcluations). At every next game start, the loading process skips the naval distance calculations by just loading the cached data.
 

puppet on a string

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Mar 21, 2018
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this is a very nice update, i will check it out later on

is there any chance we will be getting a few more generals in 1.5.2, or a proper fascist leader for non-vichy france?
 

puppet on a string

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@TomaszKowalczyk
@Bratyn

i know you guys hate me pinging you but i have mentioned at least twice now that the division names in the history files need updating too, or the game will just produce duplicate division names with different spelling variants

so in ENG_1936.txt and ENG_1939.txt you need to add the changes already made to ENG_names_divisions.txt

also why is '3ème Div. d'Inf. Coloniale' hashed out in FRA_1936.txt and '181a Div. d'infanterie Africaine' in FRA_1939.txt? this is a question not a criticism, i have no idea where they should be in the OOB but noticed they were hashed out ###

i am just pointing this out so it is correct before you release the final patch, so i apologize for being annoying!

also the grammar changes made to FRA_names_divisions.txt should also be added to FREN_names_divisions.txt

PS: the '7th Armoured Division' should be called the 'Mobile Division (Egypt)'

https://en.wikipedia.org/wiki/7th_Armoured_Division_(United_Kingdom)
 
Last edited:

puppet on a string

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Mar 21, 2018
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MEFO is getting rebalanced and I have fixed the issues in the French lists (not all though - the French DO have Parachute Divisions and Separate Airbonre Divisions because nothing is ever simple)
true, but you are prioritizing 1950s parachute divisions over 1940s airborne divisions; i'd have assumed the ones formed earlier (end of the war and immediately post-war) would take precedence, but i realize that both were used

so you could argue that 25th should be an airborne division rather than a parachute divisions :D

https://en.wikipedia.org/wiki/List_of_French_paratrooper_units#Parachute_Divisions

good work on the beta anyway, things are coming together nicely!

i do think a full marine division template for italy would make sense though, because even though historically they only raised a couple of regiments, in game anything can happen and the player is encouraged to make good use of marines as italy

Code:
ITA_MAR_02 = 
{
    name = "Marine Division"

    for_countries = { ITA }

    can_use = { always = yes }

    division_types = { "marine" }

    # Number reservation system will tie to another group.
    #link_numbering_with = { ITA_MAR_01 }

    fallback_name = "%da Divisione Marine"

    # Names with numbers (only one number per entry). 
    # It's okay to have gaps in numbering.
    ordered =
    {
        1 = { "%da Divisione Marine" }
        2 = { "%da Divisione Marine" }
        3 = { "%da Divisione Marine" }
        4 = { "%da Divisione Marine" }
        5 = { "%da Divisione Marine" }
        6 = { "%da Divisione Marine" }
        7 = { "%da Divisione Marine" }
        8 = { "%da Divisione Marine" }
        9 = { "%da Divisione Marine" }
        10 = { "%da Divisione Marine" }
        11 = { "%da Divisione Marine" }
        12 = { "%da Divisione Marine" }
        13 = { "%da Divisione Marine" }
        14 = { "%da Divisione Marine" }
        15 = { "%da Divisione Marine" }
        16 = { "%da Divisione Marine" }
        17 = { "%da Divisione Marine" }
        18 = { "%da Divisione Marine" }
        19 = { "%da Divisione Marine" }
        20 = { "%da Divisione Marine" }
    }
}
just a suggestion, ignore if you don't like it
 
Last edited:

Louella

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@podcat sorry to be a bore about this, but is there any progress on the female ace generation, and fixing the ace news events so they work properly ?
The last version that had the ace death notifications was 1.3, I think, and female ace generation has never worked properly since launch, I've bugreported it several times.
Sorry to keep asking about this, I just want aces to work properly, because I have ideas about mods that would use aces to do things, and it's frustrating. :(
 
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